SurvivorGivePillsToFriend::Update
0x00932490 · 848 bytes · __thiscall
_ZN25SurvivorGivePillsToFriend6UpdateEP11SurvivorBotf
Decompiled
undefined (3 params)
/* SurvivorGivePillsToFriend::Update(SurvivorBot*, float) */
SurvivorGivePillsToFriend * __thiscall
SurvivorGivePillsToFriend::Update
(SurvivorGivePillsToFriend *this,SurvivorBot *param_1,float param_2)
{
uint uVar1;
CTerrorPlayer *this_00;
char cVar2;
int iVar3;
int iVar4;
CWeaponCSBase *this_01;
undefined *puVar5;
longdouble lVar6;
uVar1 = *(uint *)(param_1 + 0x34);
if ((((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) ||
((this_00 = *(CTerrorPlayer **)(puVar5 + 4), this_00 == (CTerrorPlayer *)0x0 ||
(cVar2 = (**(code **)(*(int *)this_00 + 300))(this_00), cVar2 == '\0')))) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Friend is dead and/or gone";
}
else {
iVar3 = (**(code **)(*(int *)param_2 + 0x484))(param_2,4);
if (iVar3 == 0) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Our Pills/adrenaline we are trying to give away have vanished";
}
else {
iVar4 = (**(code **)(*(int *)this_00 + 0x484))(this_00,4);
if (iVar4 != 0) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Our friend already has a pills slot item";
return this;
}
iVar4 = (**(code **)(*(int *)this_00 + 0x484))(this_00,5);
if (iVar4 == 0) {
cVar2 = CTerrorPlayer::IsInCombat(this_00,false);
if (cVar2 == '\0') {
cVar2 = (**(code **)(*(int *)this_00 + 0x7e8))(this_00);
if ((((cVar2 != '\0') ||
((((uVar1 = *(uint *)(this_00 + 0x3e68), uVar1 != 0xffffffff &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10,
puVar5 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar5 + 8) == uVar1 >> 0xc && (*(int *)(puVar5 + 4) != 0)))) ||
((((uVar1 = *(uint *)(this_00 + 0x3e48), uVar1 != 0xffffffff &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10,
puVar5 != (undefined *)0xfffffffc)) && (*(uint *)(puVar5 + 8) == uVar1 >> 0xc))
&& (*(int *)(puVar5 + 4) != 0)))))) ||
(((uVar1 = *(uint *)(this_00 + 0x33c4), uVar1 != 0xffffffff &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)
) && ((*(uint *)(puVar5 + 8) == uVar1 >> 0xc && (*(int *)(puVar5 + 4) != 0)))))) ||
((cVar2 = (**(code **)(*(int *)this_00 + 0x550))(this_00), cVar2 != '\0' ||
(lVar6 = (longdouble)CTerrorPlayer::GetTimeSinceAttackedByEnemy(this_00),
(float)lVar6 < 3.0)))) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "My patient is at the mercy of the infected";
}
else {
iVar4 = *(int *)(this_00 + 0x100);
lVar6 = (longdouble)(**(code **)(*(int *)this_00 + 0x7e4))(this_00);
if ((float)lVar6 + (float)iVar4 <= 70.0) {
cVar2 = CTerrorPlayer::IsActionBeingPerformedOnMe(this_00,1);
if ((cVar2 == '\0') &&
(cVar2 = CTerrorPlayer::IsPerformingActionOnSelf(this_00,1), cVar2 == '\0')) {
this_01 = (CWeaponCSBase *)
CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this_00);
if ((this_01 == (CWeaponCSBase *)0x0) ||
(iVar4 = CWeaponCSBase::GetCSWpnData(this_01), *(int *)(iVar4 + 0x894) != 8)) {
(**(code **)(*(int *)param_2 + 0x98c))(param_2);
(**(code **)(*(int *)param_2 + 0x474))(param_2,iVar3,0);
SurvivorUseObject::Update((SurvivorUseObject *)this,param_1,param_2);
}
else {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) =
"My patient is holding a healing item, presumably to use on themselves";
}
}
else {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "My patient is being healed by someone else";
}
}
else {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "My patient has been healed";
}
}
}
else {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Our friend is in combat";
}
}
else {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Our friend is carrying a prop and we don\'t want him to drop it";
}
}
}
return this;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.